Academic literature and frameworks as a source of guidance
The intrinsic
worth of gaming as a pedagogical tool has in recent years come under
considerable scrutiny. This niche
study area is part of a paradigm shift of social, cultural and economic aspects
of humanity’s daily life that has accompanied a recent global surge in new
technologies. Governments and
individuals, seeking to ride this wave to greater prosperity, have called on
educational institutions, teachers and academics to provide clear guidance in
this brave new digital world (Australian
Government, n.d.). Thus a whole academic publishing industry has
been conceived by and grown around this perceived need to document, define and
evaluate the use of technologies like gaming in the classroom. Publications like The Radical Teacher, The British Journal of Educational Technology,
Journal of Online Learning and Teaching and
the International Journal of Learning and
New Media each have presented a series of articles from leading academics
on these issues. Each seeks to
propose how technology may best be exploited in schools to raise the learning
outcomes of students or to evaluate current practice. Educators, considering potential future social,
economic, and cultural fallouts, need a critical framework to help choose the
right direction to lead their students through this quagmire of claim and
counterclaim. Until the value and
effectiveness of learning supported by these technologies can be readily verified,
schools and educators may be resistant to the idea of an early adoption and
integration of gaming in the classroom.
Bearing in mind existing cultural perceptions of gaming as a low
literacy activity, often engaged with by students for out-of school
entertainment purposes, there exists a need for a body of research to affirm
the positive use of this technology in the classroom (Neuman
& Celana, 2006; OECD, 2009).
South
Koreans as early adopters of the infrastructure
required for mass online gaming:
Cultural affect
My position in this ideological tug of war
As a postgraduate
student and teacher I am sometimes wary of the specialist nature of these
publications, as it is in the career interests of their author’s to convince
their readers of the relevance or effect size of using one technology over
another. This leads me to the subject
of today’s post, a 2009 offering from Michigan State University academics
Foster and Mishra. Titled Games, claims, genres, and learning, it
is the second chapter of the Handbook of
research on effective electronic gaming in education. As its’ naming suggests, it firstly
provides an overview of the negative and positive claims previously levelled at
gaming as a pedagogic device. Foster
and Mishra (2009) then proceed to suggest a new theoretical framework that may
be used to address the deficits they have identified in the current scholarship
that surround the use of gaming in education. As these stated aims may provide assistance in my developing
greater clarity on these issues, I have chosen to present a summary of the
major concepts discussed in this text.
Games, claims, genres, and
learning (Foster & Mishra, 2009)
Foster and Mishra’s
literature review is framed by a categorization scheme that divides the range
of claims made for games into the physiological and psychological (see Figure 1). In their assessment of the
methodologies used to generate this body of literature they identified three
critical issues. Firstly they
concluded that to draw accurate judgements with high external validity from
this academic field, there were an insufficient number of authentic, situated
research studies on the effects of gaming on learning outcomes. Secondly, they identified a propensity
among researcher to be insensitive to the different pedagogical affordances of
specific game genres.
Finally Foster and Mishra criticized the lack of emphasis placed on the
acquisition of disciplinary knowledge as a prerequisite of using gaming
platforms designed to improve automaticity in subject area content knowledge or
problem solving. If I was to link
this argument back to my previous post on
Intrepica, I would conclude that children who have not adequately mastered
competencies in oral language, would find this site's literacy activities
frustrating (Ellis, 2005). Thus,
rather than leading to a rise in motivation, this site may have the opposite
affect for some students. This
conclusion is in line with Foster and Mishra’s later argument that the value of
electronic games lies not in their mode or mandatory presence in the
curriculum, but rather in how these games reflect and support the pedagogical
strategies that allow for learning.
In defining the nature of this learning the teacher needs to first
examine what skills and content that his or her students need to master in this
disciplinary area. Once this is
defined, the actual context and social dynamics within the class need to be
considered relative to the potential responses of these students to this
technology. According to this
literature review, both the proponents and opponents of gaming agreed that it
had a marked effect on student learning.
What seemed less certain was whether this effect was a positive or
negative one.
(Foster
& Mishra, 2009)
Technological Pedagogical Content Knowledge (TPCK) framework
The chief
argument that Foster and Mishra's (2009) chapter presented that I found
particularly relevant to my own prior teaching experiences, was the idea that
'Gaming' was not a monolithic entity.
Rather, in this analysis there were 10 main genres of games examined,
including: platform games, sports, adventure, parlor, rhythm/ dance, strategy,
simulation, role-playing, fighting and action/ shooter. As one might imagine the content,
skills and cultural capital embedded in each of these gaming types can differ
markedly. It is thus not erroneous
to suggest that the potential effect on the learning experience may also be
varied. So to integrate this
technology in the classroom the TPCK framework proposed may help teachers to
identify how game design impacts on student learning. The interactions between technology (T), pedagogy (P),
content (C) and the disciplinary specific knowledge structures (K), provides a
dynamic critical framework to evaluate the implementation of a game in a
specific context (See Figure 2). It gives a conceptual model for educators to
explain and justify their reasons for incorporating particular games into their
subject curriculum.
(Foster
& Mishra, 2009)
References:
AlJazeeraEnglish (2010).
S Korean young caught up in web gaming addiction [Video file]. Retrieved from http://www.youtube.com/watch?v=70gvUAtvltk
Australian
Government. (n.d.) Digital Education
Revolution. Retrieved October 18,
2011 from
http://www.deewr.gov.au/Schooling/DigitalEducationRevolution/Pages/default.aspx
Ellis, L.A. (2005).
Balancing approaches : Revisiting the educational psychology research on
teaching students with learning difficulties. (Research paper published by the Australian Educational
Review). Retrieved from http://research.acer.edu.au/aer/6
Foster, A. N., &
Mishra, P. (2009). Games, claims, genres, and learning. In R. E. Ferdig (Ed.), Handbook of
research on discrete event simulation environments: Technologies and
applications [IGI Global edition] (pp.33-50). doi:
10.4018/978-1-59904-808-6.ch002
Organisation for
Economic Co-operation and Development [OECD]. (2009). Creating effective teaching and learning environments: First results
from TALIS. OECD
Publishing. Retrieved online from
www.oecd.org/dataoecd/46/17/43044074.pdf
Neuman, S.B., &
Celana, D. (2006). The knowledge gap: Implications of leveling the playing
field for low-income and middle-income children. Reading Research Quarterly, 41( 2), 176-201
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